﻿/* ===============================================================================  
 * Copyright (c) 2010 Acid Frameworks
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 * 
 * =============================================================================== */
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Runtime.InteropServices;
using Acid.Graphics;
using Acid.Math;

namespace Acid.Rendering.Primitives
{
    /// <summary>
    /// Primitive's default vertex.
    /// </summary>
    [StructLayout(LayoutKind.Sequential)]
    public struct PrimitiveVertex
    {
        /// <summary>
        /// This primitives position. GLSL Semantic gl_Vertex
        /// </summary>
        [VertexAttribute(ElementBinding.Vertex, ElementType.Float, 4)]
        public Vector4 position;
        /// <summary>
        /// This primitives normal. GLSL Semantic gl_Normal
        /// </summary>
        [VertexAttribute(ElementBinding.Normal, ElementType.Float, 3)]
        public Vector3 normal;
        /// <summary>
        /// This primitives texcoord. GLSL Semantic gl_MultiTexCoord0
        /// </summary>
        [VertexAttribute(ElementBinding.MultiTexCoord0, ElementType.Float, 2)]
        public Vector2 texcoord;
        /// <summary>
        /// This primitives tangent. GLSL Semantic gl_MultiTexCoord1
        /// </summary>
        [VertexAttribute(ElementBinding.MultiTexCoord1, ElementType.Float, 3)]
        public Vector3 tangent;
        /// <summary>
        /// This primitives binormal. GLSL Semantic gl_MultiTexCoord2
        /// </summary>
        [VertexAttribute(ElementBinding.MultiTexCoord2, ElementType.Float, 3)]
        public Vector3 binormal;
    }
}
